WIZARD
A wizard is a student of arcane magic. While a cleric is given his powers by his god, a wizard learns to manipulate magic through study and experiment.
Wizard Starting Package
A 1st level character that is a wizard gains the following:
Attacks: +1 bonus to spell attacks
Defenses: +1 Will
Hit Points: 5 hit points + 1/3 your Constitution score
Weapon Proficiencies: You are proficient in the dagger and staff.
Implement Proficiencies: You are proficient in four of the following implements: dagger, orb, rod, staff, tome, wand.
Schools and Spells: You have studied the three schools of magic, abjuration, evocation and enchantment. You know four spells, at least one from each school that you have studied, rolled from the tables below.
---Learning Spells: To learn a new spell, you must first acquire its formula, usually via a magic scroll, a captured spellbook, another wizard's training, etc, and scribe it into your spellbook. This costs 100 gp x the highest valence of the spell you can cast. You do not automatically gain new spells as you advance, but you do study more schools, which open more options for you.
Metamagic: A wizard begins knowing three types of metamagic.
Stances: A wizard begins knowing one stance.
XP: A wizard with an Intelligence of 13 or higher gets a 5% bonus to earned xp. If her Intelligence is 16 or higher he instead gets a 10% bonus to earned xp.
A character that beocmes a 1st-level wizard but is not a 1st level character advances per the 'wizard advancement' chart listing for 1st level instead.
WIZARD ADVANCEMENT
When you gain a wizard level other than first, add 3d10% to your Intelligence and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- +1 spell --- None --- None --- Gain 1 school, gain 2 spells, gain 1 metamagic
2 --- None --- +1 Will --- None --- Gain 1 metamagic, gain 1 fighting style
3 --- +1 spell --- None --- +1d4 --- Gain 1 school
4 --- None --- +1 Will --- None --- Gain 1 metamagic, gain 1 stance
5 --- +1 spell --- None --- +1d4 --- Gain 1 metamagic
6 --- None --- +1 Will --- None --- Gain 1 metamagic, gain 1 school
7 --- +1 spell --- +1 Ref --- None --- Gain 1 stance
8 --- None --- None --- +1d4 --- Gain 1 metamagic, gain 1 stance
9 --- +1 spell --- None --- None --- Gain 1 fighting style, gain 1 school
10 --- None --- +1 Will --- +1d4 --- Gain 1 metamagic, gain 1 stance
Gain a School/Stance/Metamagic: The wizard chooses a school, stance or metamagic type available to her. (In order for a school to become available to a wizard, she must have access to at least one spell of that school, via a scroll, book, trainer, etc.) If she qualifies to do so, a wizard may advance her mastery of a school, stance or metamagic type instead of taking a new one.
FIGHTING STYLES
A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”.
The fighting styles available to the wizard are: empty hand, magic-user and one-handed weapon style. When a wizard gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level.
Empty Hand Style
While your hands are empty, you gain a +1 bonus to initiative and Reflex.
Expert (must be 4th level wizard, must have Dex 11): While your hands are empty, you gain a +1 bonus to AC and Will.
Master (must be 8th level wizard, must have Dex 14): While your hands are empty, you gain a +1 bonus to Fortitude and speed.
Magic-User Style
Special: You cannot use an implement that also functions as a weapon, such as a dagger or staff, with this fighting style.
When you have an implement but no weapon in hand, you gain a +1 bonus to spell attacks.
Expert (must be 4th level wizard, must have Int 11 or Wis 11): When you have an implement but no weapon in hand, you gain a +1 bonus to initiative. Additionally, as a free action 1/round, you can shift 5' immediately before casting a spell.
Master (must be 8th level wizard, must have Int 14 or Wis 14): When you have an implement but no weapon in hand, you gain a +1 bonus to AC and Reflex.
One-Handed Weapon Style
When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to attack.
Expert (must be 4th level wizard, must have Int 11 or Cha 11): When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex.
Master (must be 8th level wizard, must have Int 14 or Cha 14): When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative.
METAMAGIC
Metamagic effects change spells or prayers, making them more effective in one way or another. At the start of a character's turn, he makes a recharge check for each metamagic that he has expended. You may use as many metamagic effects on one spell or prayer as you like, but each must recharge before you can use it again.
Accurate (recharge 16+)
When you miss with a spell attack, you may reroll that attack.
Expert (must be 6th level wizard, must have Int 11 or Dex 11): Recharge 14+.
Master (must be 10th level wizard, must have Int 14 or Dex 14): Recharge 12+.
Concentrate (recharge 16+)
When you use a spell or prayer that gives a bonus to you or your allies, that bonus increases by +1.
Expert (must be 4th level wizard, must have Wis 11): Recharge 11+.
Master (must be 8th level wizard, must have Wis 14): Recharge 6+.
Empower (recharge 18+)
When you cast a spell or prayer that deals damage, it deals extra damage equal to your class level on a hit.
Expert (must be 4th level wizard, must have Str 11): Recharge 16+.
Master (must be 8th level wizard, must have Str 14): Recahrge 14+.
Extend (recharge 16+)
When you cast a spell or prayer that lasts until the end of a round, it lasts an extra round.
Expert (must be 4th level wizard, must have Con 11): Recharge 11+.
Master (must be 8th level wizard, must have Con 14): Recharge 6+.
Far Reach (recharge 16+)
When you cast a spell or prayer with a range, you double the range.
Expert (must be 4th level wizard, must have Dex 11): Recharge 11+.
Master (must be 8th level wizard, must have Dex 14): Recharge 6+.
Overwhelm (recharge 18+)
When you hit a target with a spell attack, you knock it prone.
Expert (must be 4th level wizard, must have Str 11): Recharge 16+.
Master (must be 8th level wizard, must have Str 14): Recharge 14+.
Persistent (recharge 16+)
Enemies take a -2 penalty to saving throws against effects you impose with spells or prayers.
Expert (must be 4th level wizard, must have Int 11): Recharge 11+.
Master (must be 8th level wizard, must have Int 11): Recharge 6+.
Reaching (recharge 18+)
You treat a spell or prayer with a range of touch as if its range was 25'.
Expert (must be 4th level wizard, must have Wis 11): Recharge 14+.
Master (must be 8th level wizard, must have Wis 14): Recharge 10+.
Subdue (recharge 11+)
When you hit a target with a spell attack, you deal nonlethal damage.
Expert (must be 4th level wizard, must have Wis 11): Recharge 6+.
Master (must be 8th level wizard, must have Wis 14): Recharge 1+.
STANCES
A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a fighter gains a new stance, if he qualifies to do so he may instead upgrade one of his existing stances to “expert” or “master” level.
The stances available to the wizard are as follows:
Arcane Intimidation
You get a +2 bonus on skill checks to intimidate creatures or inspire an air of mystique.
Expert (must be 4th level wizard, must have Int 11 or Cha 11): The bonus increases to +3.
Master (must be 8th level wizard, must have Int 14 or Cha 14): The bonus increases to +4.
Caster's Stance
You get a +1 bonus on spell attacks.
Expert (must be 4th level wizard, must have Int 11 or Wis 11): You gain a +2 bonus to damage with spell attacks.
Master (must be 8th level wizard, must have Int 14 or Wis 14): Your critical range with spell attacks doubles.
Defensive Stance
You gain a +1 bonus to all defenses.
Expert (must be 4th level wizard, must have Dex 11 or Wis 11): If an enemy enters an adjacent square, you may shift 1 as an interrupt.
Master (must be 8th level wizard, must have Dex 14 or Wis 14): You gain resist 2 blundgeoning, piercing and slashing.
Focused Stance
You gain a +2 bonus to the recharge rolls of your spells.
Expert (must be 4th level wizard, must have Wis 11 or Con 11): You gain a +1 bonus to Fortitude and Will.
Master (must be 8th level wizard, must have Wis 14 or Con 14): You gain a +2 bonus to saving throws.
Thinker's Stance
You gain a +2 bonus to Will.
Expert (must be 4th level wizard, must have Int 11 or Wis 11): You gain a +1 bonus to spell attacks.
Master (must be 8th level wizard, must have Int 14 or Int 14): You gain a +2 bonus to the recharge rolls of your spells.
Wizard Spell Schools
There are many schools of magic, each with its own spells. The three that wizards begin play with some degree of mastery are Enchantment (the art of magical compulsion), Evocation (spells involving sudden energy) and Abjuration (protective magic). Initially, you are considered a student of those three schools, but as you advance as a wizard you can increase this level of mastery up to mage level; to become an Archmage of a given school, you must take an appropriate prestige class. Five spells from each school, as well as the requirements for higher levels of mastery, are listed below.
Abjuration School Spells
Journeyman (must be 3rd level wizard, must have Wis 11 or Con 11): You gain access to the second valence of each abjuration spell you know.
Thaumaturge (must be 5th level wizard, must have Wis 12 or Con 12): You gain acccess to the third valence of each abjuration spell you know.
Mage (must be 8th level wizard, must have Wis 14 or Con 14): You gain access to the fourth valence of each abjuration spell you know.
01-20 --- Dispel Magic
21-40 --- False Life
41-60 --- Resist Blow
61-80 --- Resist Energy
81-00 --- Shield
Enchantment School Spells
Journeyman (must be 3rd level wizard, must have Cha 11): You gain access to the second valence of each enchantment spell you know.
Thaumaturge (must be 5th level wizard, must have Cha 12): You gain acccess to the third valence of each enchantment spell you know.
Mage (must be 8th level wizard, must have Cha 14): You gain access to the fourth valence of each enchantment spell you know.
01-20 --- Charm
21-40 --- Hold
41-60 --- Mind Stab
61-80 --- Sleep
81-00 --- Suggestion
Evocation School Spells
Journeyman (must be 3rd level wizard, must have Str 11 or Con 11): You gain access to the second valence of each evocation spell you know.
Thaumaturge (must be 5th level wizard, must have Str 12 or Con 12): You gain acccess to the third valence of each evocation spell you know.
Mage (must be 8th level wizard, must have Str 14 or Con 14): You gain access to the fourth valence of each evocation spell you know.
01-20 --- Burning Hands
21-40 --- Magic Missile
41-60 --- Ray of Frost
61-80 --- Scorching Burst
81-00 --- Shatter
OTHER SCHOOLS: Other schools of magic include illusion, necromancy, conjuration and polymorph, and there are many others as well.
WIZARD SPELLS & RECHARGING
When a wizard spell needs to recharge, you can use any lower valence of that spell until it recharges, but not higher valences. However, doing so results in a -4 penalty to your next recharge roll for that spell. If you use multiple recharge valences of the same spell, you only roll one recharge check (using the hardest DC). Success recharges every valence of the spell that you know. (Recharge rolls occur at the start of the round, before making stance and fighting style choices.)
BURNING HANDS (Evocation)
1st Valence: As a standard action, you spray flames from your hands in a close blast 1. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 1d4 points of fire damage, plus ongoing 2 fire (save ends).
2nd Valence: As a standard action, you spray flames from your hands in a close blast 2. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 1d4 points of fire damage, plus ongoing 2 fire (save ends).
3rd Valence: As a standard action, you spray flames from your hands in a close blast 3. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 2d4 points of fire damage, plus ongoing 3 fire (save ends).
4th Valence (recharges on an 11+): As a standard action, you spray flames from you hand in a close blast 3. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 2d4 points of fire damage, plus ongoing 5 fire (save ends).
5th Valence (recharges on an 11+): As a standard action, you spray flames from you hand in a close blast 3. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 3d4 points of fire damage, plus ongoing 5 fire (save ends). You may choose to spend action points to exclude creatures in the blast from the effect; if you do so, you may exclude one creature for each action point you spend this way.
CHARM (Enchantment)
1st Valence: As a standard action, make a spell attack vs. Will against one living creature within a range of 25' that can understand you. If you hit, that creature is charmed (save ends on a 10+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. A charmed victim receives a new saving throw each time one of your allies damages it, and the charm ends if you damage it.
2nd Valence: As a standard action, make a spell attack vs. Will against one living creature within a range of 50' that can understand you. If you hit, that creature is charmed (save ends on a 12+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. The charm ends if you damage the target.
3rd Valence: As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, that creature is charmed (save ends on a 14+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. The charm ends if you damage the target.
4th Valence (recharges on a 13+): As a standard action, make spell attacks vs. Will against two creatures within a range of 50'. If you hit, the target is charmed (save ends on a 14+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. The charm ends if you damage the target.
5th Valence (recharges on a 13+): As a standard action, make spell attacks vs. Will against three creatures within a range of 50'. If you hit, the target is charmed (save ends on a 14+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. The charm ends if you damage the target.
DISPEL MAGIC (Abjuration)
1st Valence: As a full action, you to attempt to dispel a magic effect with a touch. Make a spell attack against the target's valence plus the Will defense of the target's creator; if you hit, the effect ends. You may target a conjuration or zone created by magic, an ongoing magical effect on a single creature, etc. If your target is invalid, you know it after only expending a minor action.
2nd Valence: As a full action, you attempt to dispel a magic effect within a range of 25'. Make a spell attack against the target's valence plus the Will defense of the target's creator; if you hit, the effect ends. You may target a conjuration or zone created by magic, an ongoing magical effect on a single creature, etc. If your target is invalid, you know it after only expending a minor action.
3rd Valence: As a standard action, you attempt to dispel a magic effect within a range of 50'. Make a spell attack against the target's valence plus the Will defense of the target's creator; if you hit, the effect ends. You may target a conjuration or zone created by magic, an ongoing magical effect on a single creature, etc. If your target is invalid, you know it after only expending a minor action.
4th Valence (recharges on an 16+): As an interrupt, you attempt to counter a spell or prayer being cast. Make opposed spell attacks against the caster of the targeted spell; if you win, the spell fizzles and has no effect.
5th Valence (recharges on an 11+): As an interrupt, you attempt to counter a spell or prayer being cast. Make opposed spell attacks against the caster of the targeted spell; if you win, the spell fizzles and has no effect.
FALSE LIFE (Abjuration)
1st Valence: As a full action, you gain 3 temporary hit points that last until the end of the next round. Sustain minor.
2nd Valence: As a full action, you gain 6 temporary hit points that last until the end of the next round. Sustain minor.
3rd Valence (recharges on a 16+): As an interrupt, you gain 3 temporary hit points that last until the end of the next round. Sustain minor.
4th Valence: As a standard action, you gain 8 temporary hit points that last until the end of the next round. Sustain minor.
5th Valence (recharges on a 12+): As an interrupt, you gain 5 temporary hit points that last until the end of the next round. Sustain minor.
HOLD (Enchantment)
1st Valence: As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, the target is immobilized until the end of the next round.
2nd Valence: As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, the target is immobilized (save ends on a 10+).
3rd Valence (recharges on a 14+): As a standard action, make a spell attack vs. Will against two creatures within a range of 50'. If you hit, the target is immobilized (save ends on a 10+).
4th Valence (recharges on a 16+): As a standard action, make a spell attack vs. Will against two creatures within a range of 50'. If you hit, the target is immobilized and cannot take standard actions (save ends both on a 10+).
5th Valence (recharges on a 17+): As a standard action, make a spell attack vs. Will against three creatures within 10 squares. If you hit, the target is immobilized and cannot take standard actions (save ends both on a 10+).
MAGIC MISSILE (Evocation)
1st Valence: As a standard action, make a spell attack vs. Reflex against one creature within within a range of 50'. If you hit, you deal 1d4 points of force damage.
2nd Valence: As a standard action, make a spell attack vs. Reflex against two creatures within within a range of 50'. Each creature hit takes 1d4 points of force damage.
3rd Valence: As a standard action, make a spell attack vs. Reflex against three creatures within within a range of 50'. Each creature hit takes 1d4 points of force damage.
4th Valence (recharges on a 13+): As a standard action, make three spell attacks vs. Reflex divided amongst targets within a range of 50' as you see fit. Each hit deals 1d4 force damage to the target. If you hit one target with two of the attacks, you may also push it 5'. If you hit one target with all three attacks, you may also knock it prone.
5th Valence (recharges on an 11+): As a standard action, make a spell attack vs. Reflex against three creatures within within a range of 50'. Each creature hit takes 2d4 points of force damage and is pushed 5' and knocked prone.
MIND STAB (Enchantment)
1st Valence: As a standard action, make a spell attack vs. Will against one creature within a range of 30'. If you hit, you deal 1d8 points of psychic damage.
2nd Valence (recharges on an 11+): As a standard action, make a spell attack vs. Will against one creature within a range of 30'. If you hit, you deal 1d8 points of psychic damage and the target is dazed until the end of the next round.
3rd Valence (recharges on an 11+): As a standard action, make a spell attack vs. Will against one creature within a range of 40'. If you hit, you deal 2d6 points of psychic damage and the target is dazed (save ends on an 11+).
4th Valence (recharges on a 14+): As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, you deal 2d6 points of psychic damage and the target is dazed (save ends on a 14+).
5th Valence: As a minor action, spend an action point to make a spell attack vs. Will against one creature within a range of 25'. If you hit, it is dazed until the end of the next round. If you use this spell three times in a single round, it must recharge (on a 13+).
RAY OF FROST (Evocation)
1st Valence: As a minor action, make a spell attack vs. Reflex against one creature within a range of 25'. If you hit, you deal 1d3 points of cold damage.
2nd Valence: As a standard action, make a spell attack vs. Reflex against one creature within a range of 25'. If you hit, you deal 1d8 points of cold damage and the target is slowed (save ends on a 10+).
3rd Valence: As a minor action, you create an area of difficult terrain in an area burst 1 within 50'. This area lasts until the end of the next round. Sustain minor.
4th Valence: As a standard action, you create an area of difficult terrain in an area burst 1 within 50'. Any creature that ends its turn in the area falls prone. This area lasts until the end of the next round. Sustain minor.
5th Valence (recharges on a 10+): As a minor action, make a spell attack against Reflex against one creature within 10 squares. If you hit, you deal 1d10 cold damage and the target is immobilized (save ends on a 14+). Aftereffect: the target is slowed (save ends on a 10+).
RESIST BLOW (Abjuration)
1st Valence: As an interrupt 1/round, you gain resist 3 bludgeoning, piercing and slashing against the triggering attack.
2nd Valence: As an interrupt 1/round, you gain resist 5 bludgeoning, piercing and slashing against the triggering attack.
3rd Valence: As a minor action, you gain resist 5 bludgeoning, piercing and slashing until the end of the next round. Sustain minor.
4th Valence: As an interrupt, you gain resist 5 bludgeoning, piercing and slashing until the end of the next round. Sustain minor.
5th Valence: As a standard action, you touch an ally and give it resist 5 bludgeoning, piercing and slashing until the end of the next round. Sustain minor.
RESIST ENERGY (Abjuration)
1st Valence: As a standard action, gain resist 3 against one of the following damage types: acid, cold, fire, lightning or thunder. This lasts until the end of the next round. Sustain minor.
2nd Valence: As a minor action, gain resist 5 against one of the following damage types: acid, cold, fire lightning or thunder. This lasts until the end of the next round. Sustain minor.
3rd Valence: As a minor action, you or a creature you touch gains resist 5 against one of the following damage types: acid, cold, fire, lightning or thunder. This lasts until the end of the next round. Sustain minor.
4th Valence: As a minor action, you and up to two adjacent creatures gain resist 5 against one of the following damage types: acid, cold, fire, lightning or thunder. This lasts until the end of the next round. You can sustain the effect on all targets with a single minor action.
5th Valence: As a minor action, you and up to two adjacent creatures gain resist 8 against one of the following damage types: acid, cold, fire, lightning or thunder. This lasts until the end of the next round. You can sustain the effect on all targets with a single minor action.
SCORCHING BURST (Evocation)
1st Valence (recharge 8+): As a standard action, spend an action point to create a burst of flames in an area burst 1 within 20'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 1d6 points of fire damage.
2nd Valence: As a standard action, spend an action point to create a burst of flames in an area burst 1 within 30'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 1d6 points of fire damage. Miss: half damage.
3rd Valence: As a standard action, spend an action point to create a burst of flames in an area burst 1 within 40'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 2d6 points of fire damage. Miss: half damage.
4th Valence: As a standard action, spend 2 action points to create a burst of flames in an area burst 2 within 50'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 3d6 points of fire damage. Miss: half damage.
5th Valence: As a standard action, spend 4 action points to create a burst of flames in an area burst 3 within 50'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 3d6 points of fire damage. Miss: half damage.
SHATTER (Evocation)
1st Valence (recharge 11+): As a full action, make a spell attack vs. Fortitude against one object of small size or less within a range of 30'. If you hit, you deal 2d8 points of damage to it. If the object is crystalline or glass, it suffers an additional 20 points of damage. Effect: the object gains a wear point. Alternatively, you can spend an action point to use this spell to attack a crystalline or glass creature, dealing 2d8 points of damage on a hit.
2nd Valence (recharge 11+): As a standard action, make a spell attack vs. Fortitude against one object of medium size or less within a range of 50'. If you hit, you deal 3d8 points of damage to it. If the object is crystalline or glass, it suffers an additional 20 points of damage. Effect: the object gains a wear point. Alternatively, you can spend an action point to use this spell to attack a crystalline or glass creature, dealing 3d8 points of damage on a hit.
3rd Valence (recharge 11+): As a minor action 1/round, make a spell attack vs. Fortitude against one object of medium size or less within a range of 50'. If you hit, you deal 3d8 points of damage to it. If the object is crystalline or glass, it suffers an additional 20 points of damage. Effect: the object gains a wear point. Alternatively, you can spend an action point to use this spell to attack a crystalline or glass creature, dealing 3d8 points of damage on a hit.
4th Valence (recharge 11+): As a standard action, make a spell attack vs. Fortitude against two objects of medium size or less within a range of 60'. Each target hit takes 3d8 points of damage. If the object is crystalline or glass, it suffers an additional 20 points of damage. Effect: each target gains a wear point.
5th Valence (recharge 11+): As a full action, make a spell attack vs. Fortitude against one object of up to huge size within a range of 60'. If you hit, you deal 4d10 points of damage to it and ongoing 10 damage (save ends), plus the target gains 2 wear points; glass or crystalline objects suffer an additional 20 points of damage. Miss: Half damage, and the object gains a wear point.
SHIELD (Abjuration)
1st Valence: As a minor action, gain a +2 bonus to AC until the end of the next round. Sustain minor.
2nd Valence: As a minor action, gain a +4 bonus to AC until the end of the next round. Sustain minor.
3rd Valence (recharge 11+): As an interrupt 1/round, gain a +4 bonus to AC and Reflex against a single attack.
4th Valence (recharge 11+): As a minor action, gain a +5 bonus to AC and Reflex until the end of the next round. Sustain minor.
5th Valence (recharge 11+): As a minor action, gain a +5 bonus to AC, Fortitude and Reflex until the end of the next round. Sustain minor.
SLEEP (Enchantment)
1st Valence: As a standard action, you touch an enemy. Make a spell attack vs. Will; if you hit, the target is slowed (save ends on a 13+). First failed save: the target falls unconscious (save ends on a 10+). Any damage inflicted on the target wakes it up.
2nd Valence: As a standard action, make a spell attack vs. Will against a creature within a range of 25'; if you hit, the target is slowed (save ends on a 13+). First failed save: the target falls unconscious (save ends on a 10+). Any damage inflicted on the target wakes it up.
3rd Valence: As a standard action, make a spell attack vs. Will against every creature in a burst 1 within a range of 50'. Each creature hit is dazed and slowed (save ends on a 13+). First failed save: the target falls unconscious (save ends on a 13+). Any damage inflicted on the target wakes it up.
4th Valence (recharge 13+): As a standard action, make a spell attack vs. Will against one creature within 50'. If you hit, the target falls unconscious (save ends on a 13+). Any damage inflicted on the creature wakes it up.
5th Valence (recharge 13+): As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, the target falls unconscious (save ends on a 13+).
SUGGESTION (Enchantment)
1st Valence: As a standard action, make a spell attack vs. Will against one target within a range of 20' that can understand you. If you hit, the target takes one action of your choice on its turn in the next round. This action must be reasonable; you cannot turn a creature against its allies or interests, but you can force a creature to aid your defenses (for example).
2nd Valence: As a standard action, make a spell attack vs. Will against one target within a range of 30' that can understand you. If you hit, the target takes one action of your choice at any time in the next minute. This action must be fairly reasonable; you cannot force a creature to take actions that lead to certain death or the destruction of its own interests, but you can turn a creature against an inferior lackey (for example).
3rd Valence: As a standard action, make a spell attack vs. Will against one target within a range of 40' that can understand you. If you hit, the target takes two actions of your choice at any time in the next ten minutes. This action must be fairly reasonable; you cannot force a creature to take actions that lead to certain death or the destruction of its own interests, but you can turn a creature against an inferior lackey (for example).
4th Valence (recharge 13+): As a standard action, make a spell attack vs. Will against one target within a range of 50' that can understand you. If you hit, at any point within the next hour, the subject takes a series of actions that you dictate for up to one minute. These actions must be within reason and you must be able to express them as a single command. For example, “Let the prisoners go from your camp when you have a chance for secrecy” is a valid suggestion, but “Leave the door open, cook some cabbage and take out the trash” is not, as it commands three separate actions. If your suggestion causes the creature to take actions that place it or its interests in serious jeopardy, it gains a save to end the effect at the end of each round of actions (14+).
5th Valence: As a standard action, make a spell attack vs. Will against one target within a range of 50' that can understand you. If you hit, at any point within the next day, the subject takes a series of actions that you dictate for up to ten minutes. These actions must be within reason and you must be able to express them as a single command. For example, “Let the prisoners go from your camp when you have a chance for secrecy” is a valid suggestion, but “Leave the door open, cook some cabbage and take out the trash” is not, as it commands three separate actions. If your suggestion causes the creature to take actions that place it or its interests in serious jeopardy, it gains a save to end the effect at the end of each round of actions.